Crimsonland
Plans for Crimsonland 2 ?
Neon Chrome and Jydge are totally different kind of games (even Arena), have you plans for a sequel ? Moarrr weapons, moarr monsters, moarr blood ?

Tesla VS Lovecraft is interesting but totally not crimsonland-ish, absolutely different pacing.
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Showing 1-15 of 19 comments
temper  [developer] Oct 25, 2017 @ 6:36am 
We have TONS of plans, but nothing to announce at this time. The next time we officially announce something regarding this, we'll make sure we're actually very certain we'll ship it within a year or so.
NECROCANNIBAL Oct 25, 2017 @ 8:59am 
Thanks
TheRazerMD Dec 5, 2017 @ 11:16am 
I'd really really really like a sequel. Imagine Crimsonland with online Co-op. Now that would make this game even better!
temper  [developer] Dec 7, 2017 @ 11:34pm 
Agreed! But still not sure if it makes sense to try and do online co-op for a game with this many monsters on screen at once. It probably requires lots of "cheats" which may reduce the enjoyment of the core gameplay experience :/
TheRazerMD Dec 8, 2017 @ 2:56am 
I do get your point. It probably won't be easy to balance and all. But online co-op would definitely be great (playing with a friend/friends and being knee-deep in the dead).
Ryuu Dec 8, 2017 @ 3:07am 
Not balance, synchronise over high-latency networks i guess. Crimsonland already has co-op, though it does make things easier :/
TheRazerMD Dec 8, 2017 @ 11:49am 
Originally posted by Ryuu:
Not balance, synchronise over high-latency networks i guess. Crimsonland already has co-op, though it does make things easier :/

Yeah, I actually meant the synchronisation part but probably should've worded it better.
Frosty Dec 28, 2017 @ 2:16am 
Originally posted by TheRazerMD:
I'd really really really like a sequel. Imagine Crimsonland with online Co-op. Now that would make this game even better!
Co-op is fine but story mode is fine too, sometimes you get so enjoyable perk combo so its a bit dissapointing to finish the mission :<
Ryuu Dec 28, 2017 @ 2:25am 
Originally posted by nonameman:
Originally posted by TheRazerMD:
I'd really really really like a sequel. Imagine Crimsonland with online Co-op. Now that would make this game even better!
Co-op is fine but story mode is fine too, sometimes you get so enjoyable perk combo so its a bit dissapointing to finish the mission :<
Make it an RPG then? :)
Frosty Dec 28, 2017 @ 2:36am 
Originally posted by Ryuu:
Originally posted by nonameman:
Co-op is fine but story mode is fine too, sometimes you get so enjoyable perk combo so its a bit dissapointing to finish the mission :<
Make it an RPG then? :)
Or just roguelike mode, where you going through areas with waves of aliens, the further you're going the more upgrades you're unlocking. All about random, you know :D
TheRazerMD Dec 29, 2017 @ 1:03pm 
Originally posted by nonameman:
Originally posted by Ryuu:
Make it an RPG then? :)
Or just roguelike mode, where you going through areas with waves of aliens, the further you're going the more upgrades you're unlocking. All about random, you know :D

Now that doesn't even sound bad tbh.
virtulis Jan 1, 2018 @ 8:25am 
Originally posted by temper:
Agreed! But still not sure if it makes sense to try and do online co-op for a game with this many monsters on screen at once. It probably requires lots of "cheats" which may reduce the enjoyment of the core gameplay experience :/

IMO co-op that only works on high-bandwidth low-latency links is better than no co-op at all. What I'm trying to say is instead of resorting to magic and cheats, try making super thin clients. Basically receive input, send player/enemy/bullet positions/vectors, repeat. I would guess you can fit something like that in a megabit/s or so but no I didn't do the math :)

Disclaimer: I've never made a proper game in my life, so maybe no idea what I'm talking about.
temper  [developer] Jan 2, 2018 @ 6:55am 
Originally posted by a sad dude:
Originally posted by temper:
Agreed! But still not sure if it makes sense to try and do online co-op for a game with this many monsters on screen at once. It probably requires lots of "cheats" which may reduce the enjoyment of the core gameplay experience :/

IMO co-op that only works on high-bandwidth low-latency links is better than no co-op at all. What I'm trying to say is instead of resorting to magic and cheats, try making super thin clients. Basically receive input, send player/enemy/bullet positions/vectors, repeat. I would guess you can fit something like that in a megabit/s or so but no I didn't do the math :)

That's a theoretical possibility, but in practice you absolutely need to have some sort of prediction going on. You can't really have all clients wait for all inputs from all players for a game like this. It'd still stutter when packets get dropped/lost.

But it'd be a lot easier to implement online games if you could do it like that. I think the original DOOM and even the first versions of Quake did this as it works relatively well on dial-up and LAN, but they (id/Carmack) had to do a major rewrite (Quake World) to get it working properly on the internet. Luckily the connections are a lot better nowadays, but they're still nowhere near consistent.

It'd be fun to do a proper online coop game some day. :)
Last edited by temper; Jan 2, 2018 @ 6:56am
I''m gonna revive this and say Crimsonland is still the best "survivor bullet heaven" type game out there, and it was the first. Hope we get a Sequel that honors the first one ♥
Originally posted by Infected:
I''m gonna revive this and say Crimsonland is still the best "survivor bullet heaven" type game out there, and it was the first. Hope we get a Sequel that honors the first one ♥

Hear hear! Forget the co-op stuff. More monsters, perks, weapons, and of course more of that killer soundtrack!
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